A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".

Another way to get the most out of logged keypresses is to reduce the input frequency from 60 to, say, 15fps. This way you could have each byte in the following format:

Code:

LRABDDDDL: leftR: rightA: button AB: button BDDDD: number of times to repeat this input combination (1 to 64 frames, in steps of 4);

Just an idea.

Last edited by tokumaru on Thu Nov 30, 2017 9:13 am, edited 1 time in total.

A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".

This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.

A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".

This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.

I think just feeding slowly into the controller buffer in zp ought to be enough. The demo doesn’t need to be masterful. You can probably get away with a really low sample rate, which would be easier than bitpacking... even if it is a neat idea.

It certainly provides an early 80:s arcadey air and charm... i think you could go with either, or even one of the pastels. The black might be a bit more relaxing to the eye, but the white is a little novel.

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